﻿package frEngine.loaders
{
    import frEngine.core.*;

    public class EngineConstName extends Object
    {
        public static const defaultNullStringFlag:String = "未选择";
        public static const BLEND_NONE:String = "无";
        public static const BLEND_LIGHT:String = "点亮";
        public static const BLEND_OVERLAYER:String = "叠加";
        public static const BLEND_ADDITIVE:String = "加强";
        public static const BLEND_COLOR:String = "颜色";
        public static const BLEND_SCREEN:String = "场景";
        public static const BLEND_ALPHA0:String = "透明0";
        public static const BLEND_ALPHA1:String = "透明1";
        public static const BLEND_ALPHA2:String = "透明2";
        public static const BLEND_MASKED:String = "被遮罩";
        public static const BLEND_CUSTOM:String = "自定义";
        public static const PlayMode_NONE:String = "无";
        public static const PLAYMODE_CIRCLE:String = "首未相接";
        public static const FADETOGROWTH:String = "先消亡再增长";
        public static const GROWTHTOFADE:String = "先增长再消亡";
        public static const axixType0:String = "球形随机";
        public static const axixType1:String = "圆形随机";
        public static const axixType2:String = "指定方向";
        public static const axixType3:String = "指向球心";
        public static const axixType4:String = "背向球心";
        public static const axixType5:String = "朝结束点";
        public static const emmitRate:String = "发射率";
        public static const emmitCount:String = "发射总数";
        public static const emmitUser:String = "自定义";
        public static const particleType0:String = "十字面片";
        public static const particleType1:String = "立方体";
        public static const particleType2:String = "模型";
        public static const particleType3:String = "面片";
        public static const particleFaceDirection0:String = "无";
        public static const particleFaceDirection1:String = "面对相机";
        public static const particleFaceDirection2:String = "运动方向";
        public static const particleFaceDirection3:String = "上";
        public static const particleFaceDirection4:String = "下";
        public static const particleFaceDirection5:String = "左";
        public static const particleFaceDirection6:String = "右";
        public static const particleFaceDirection7:String = "前";
        public static const particleFaceDirection8:String = "后";
        public static const emitTime0:String = "只有一次";
        public static const emitTime1:String = "有限时间";
        public static const emitTime2:String = "始终发射";
        public static const emitterShapeChoose0:String = "球形";
        public static const emitterShapeChoose1:String = "圆形";
        public static const emitterShapeChoose2:String = "半球";
        public static const emitterShapeChoose3:String = "锥形";
        public static const emitterShapeChoose4:String = "立方体";
        public static const emitterShapeChoose5:String = "平面";
        public static const emitterShapeChoose6:String = "网格";
        public static const emitterShapeChoose7:String = "全屏";
        public static const emitterShapeChoose8:String = "自定义";
        public static const randomFlag:String = "随机";
        public static const linearFlag:String = "均匀";

        public function EngineConstName()
        {
            return;
        }// end function

        public static function getMotionType(param1:String) : int
        {
            var _loc_2:int = 0;
            switch(param1)
            {
                case axixType0:
                {
                    _loc_2 = 1;
                    break;
                }
                case axixType1:
                {
                    _loc_2 = 2;
                    break;
                }
                case axixType2:
                {
                    _loc_2 = 3;
                    break;
                }
                case axixType3:
                {
                    _loc_2 = 4;
                    break;
                }
                case axixType4:
                {
                    _loc_2 = 5;
                    break;
                }
                case axixType5:
                {
                    _loc_2 = 6;
                    break;
                }
                default:
                {
                    break;
                }
            }
            return _loc_2;
        }// end function

        public static function getPlayModeByName(param1:String) : int
        {
            var _loc_2:int = 0;
            switch(param1)
            {
                case PlayMode_NONE:
                {
                    _loc_2 = 0;
                    break;
                }
                case PLAYMODE_CIRCLE:
                {
                    _loc_2 = 1;
                    break;
                }
                default:
                {
                    break;
                }
            }
            return _loc_2;
        }// end function

        public static function getBlendModeByName(param1:String) : int
        {
            var _loc_2:* = EBlendType.BLEND_NONE;
            switch(param1)
            {
                case BLEND_NONE:
                {
                    _loc_2 = EBlendType.BLEND_NONE;
                    break;
                }
                case BLEND_ADDITIVE:
                {
                    _loc_2 = EBlendType.BLEND_ADDITIVE;
                    break;
                }
                case BLEND_ALPHA0:
                {
                    _loc_2 = EBlendType.BLEND_ALPHA0;
                    break;
                }
                case BLEND_ALPHA1:
                {
                    _loc_2 = EBlendType.BLEND_ALPHA1;
                    break;
                }
                case BLEND_ALPHA2:
                {
                    _loc_2 = EBlendType.BLEND_ALPHA2;
                    break;
                }
                case BLEND_LIGHT:
                {
                    _loc_2 = EBlendType.BLEND_LIGHT;
                    break;
                }
                case BLEND_COLOR:
                {
                    _loc_2 = EBlendType.BLEND_COLOR;
                    break;
                }
                case BLEND_OVERLAYER:
                {
                    _loc_2 = EBlendType.BLEND_OVERLAYER;
                    break;
                }
                case BLEND_SCREEN:
                {
                    _loc_2 = EBlendType.BLEND_SCREEN;
                    break;
                }
                case BLEND_CUSTOM:
                {
                    _loc_2 = EBlendType.BLEND_CUSTOM;
                    break;
                }
                case BLEND_MASKED:
                {
                    _loc_2 = EBlendType.BLEND_MASKED;
                    break;
                }
                default:
                {
                    break;
                }
            }
            return _loc_2;
        }// end function

    }
}
